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Audio Summit: VR Audio Adaptation of Third Person Gameplay
This session will explore how systemic changes and dynamic mixing allowed us to reuse the content in the Hitman trilogy for our VR adaptation without recreating the entire soundscape. For players to be immersed in any virtual space, the experience needs to provide believable auditory feedback but what are the key differences between 3rd person perspective and VR? This session will highlight changes and additions to the audio system and sound design needed for a game to conform to the boundaries of VR. Using the Hitman trilogy as a case study to showcase potential pitfalls, elements that can break player immersion, choices that may negative effects on the auditory experience. This talk centers on challenges we faced in our auditory adaptation and strives to inspire how you can port an existing soundscape to VR.
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